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Changes to all 65 Non-Meta Survivor Perks

Lmac99
Lmac99 Member Posts: 71
edited September 2021 in General Discussions

This will be a list of changes for every non-meta perk. The idea is to tweak/buff or rework every perk that is considered too weak, or not worth running at all under any circumstances. The changes may be considered for some perks to be too strong or might be a change that isn’t necessary. However this is just to put ideas out there to see what others might think or may be able to bring some valuable input. It’s also just for fun and to see what the game could be like if every perk was meta/good enough to use in every game or with the right killer/survivor.

Some notes before we begin: There will be no lore descriptions when describing perks, but I will make it look as official as possible. I will only be putting the values of tier 3 perks, since tier 1 and 2 should never matter. I will be going down the list of perks in alphabetical order rather than go based off of killer/survivor order.


Survivor Perks: 


Ace in the Hole - 

When retrieving an Item from a Chest, there is a chance an Add-on will be attached to it. 100% change for an Add-on of Very Rare Rarity or lower. 50% chance for a second Add-on of Uncommon Rarity or lower. Ace in the Hole allows you to keep your Items and any Add-ons your Item has equipped upon completing 4 Generators. 


Aftercare - 

You see the Aura of any Survivor that you have rescued from a Hook. They also see your Aura. If the Survivor you rescued from a Hook gets Hooked again, you no longer see their Aura. 


Alert - 

When the Killer breaks a Pallet or Breakable Wall, damages a Generator, or vaults a Window, their Aura is revealed to you for 5 seconds. Whenever you start a chase with the Killer, their Aura is revealed to you for 3 seconds. 


Any Means Necessary - 

Press and hold the Secondary Action button for 3 seconds while standing beside a dropped Pallet to reset it to its upright position. See the Aura of any Pallet you have reset. Any Means Necessary has a cool-down of 40 seconds. If the Pallet you reset gets broken by the Killer, Any Means Necessary reactivates immediately. 


Autodidact - 

You start the Trial with a -25% Progression penalty for Skill Checks to heal Survivors. For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 5 Tokens. Each token grants you a +15% bonus Progression for a successful Skill Check while healing Survivors. Upon reaching 5 Tokens, gain a 15% increased chance for Healing Skill Check Trigger odds. Great Skill Checks cannot be performed while using Autodidact. Autodidact is not active when using a Med-Kit to heal. 


Babysitter - 

When you unhook a Survivor, the rescued Survivor will leave neither Scratch Marks nor Pools of Blood until you are Damaged by any means or until they are fully Healed. You see the Killer’s Aura for 5 seconds, and the Killer can see your Aura for 10 seconds. 


Balanced Landing - (Warning: This is just a fun idea but probably should never be considered a good one for the game) 

Your Stagger duration is reduced by 75% and your grunts are muffed by 50%. (Balanced landing will no longer be an Exhaustion Perk)


Better Together - 

While repairing a Generator, its Aura is revealed in blue to all other Survivors located within 32 metres. After repairing the Generator for a total of 50%, the Generator will reveal how close it is to being fully repaired based on the intensity of it’s Aura to all other Survivors. If the Killer downs a Survivor while you are repairing a Generator, you see the Auras of all other Survivors for 10 seconds. 


Bite the Bullet - 

When healing, you make no noise, including Grunts of Pain. Failed Healing Skill Checks do not trigger a Loud Noise notification and only apply a Regression penalty of 1%. Increases the Trigger odds of Skill Checks by 10%, and Moderately increases Great Skill Check Progression bonus. 

(Another idea in place of Skill Checks is your Aura will not be revealed to the Killer while healing)


Blood Pact - 

When you or the Obsession are injured, you both see each other’s Auras. After healing the Obsession or being healed by the Obsession, you both gain the Haste Status Effect, moving at an increased speed of 7% until you are no longer within 16 metres of each other. (If you are the Obsession, Blood Pact still works) 


Boil Over - 

While being carried by the Killer: Your Struggle Effects from Wiggling, causing the Killer to strafe sideways, are increased by 75%. The time for you to wiggle free from the Killers grasp is decreased by 5%. Killers take 10% longer to place you on a Hook. You obscure the Killer’s ability to read the Auras of all Hooks within 14 metres of your pick-up location. 


Breakdown - 

Each time you are unhooked or unhook yourself, the Hook breaks and the Killer’s Aura is revealed to you for 6 seconds. A hook broken by Breakdown takes 180 seconds to respawn. This effect also applies if you rescue another Survivor, but has a cool-down of 120 seconds. 


Breakout - 

When within 6 metres of a carried Survivor, you gain the Haste Status Effect, moving at an increased speed of 7%. You also obscure the Killer’s ability to read the Auras of all Hooks within 16 metres. The carried Survivor’s Wiggling speed is increased by 20%. 


Buckle Up - 

You can determine the Recovery progress of dying Survivors by the intensity of their Aura. When healing another Survivor from the Dying State to the Injured State, the recovered Survivor breaks into a sprint at 150% of their normal running speed for a maximum of 1.5 seconds. Both you and the Killer see each other’s Auras for 6 seconds. Survivors recovered from Buckle Up do not suffer from the Exhausted Status Effect. 


Calm Spirit - 

The chances of alerting nearby Crows are reduced by 100% and your urge to scream from pain is suppressed. The sound of your footsteps are suppressed when Injured. Heavy Breathing caused by running is reduced by 50%. 


Camaraderie - 

While another Survivor is on a Hook in the Struggle Phase, and you are within 16 metres of their Hook, Camaraderie activates. While Camaraderie is active, their Struggle Phase timer is paused for 34 seconds. 


Counterforce - 

You cleanse Totems 20% faster. Gain another stack-able 20% Cleansing Speed bonus per cleansed Totem. After cleansing a Totem, the Aura of one other Totem is revealed to you for 4 seconds. After all Totems have been cleansed you gain the ability to recleanse the remains of 3 Totems. 


Dance With Me - 

When performing a rushed action to Vault a Window, leave a Locker, or Stun the Killer, you will not leave any Scratch Marks for the next 5 seconds. Dance With Me has a cool-down of 30 seconds. 


Dark Sense - 

Each time a Generator is completed, the Killer’s Aura is revealed to you for 5 seconds. Whenever the Killer damages a Generator, its Aura will be revealed to you in white until the Generator stops Regressing. When the last Generator is completed the Killer’s Aura will be revealed to you for 12 seconds, and for 5 seconds whenever an Exit Gate is powered. 


Deja Vu - 

The Auras of 3 Generators in closest proximity to one another are revealed to you for 60 seconds at the start of the Trial. Each time a generator is completed, the same Auras of the Generators are revealed to all Survivors for 30 seconds. When 3 Generators have been completed, the Generator furthest from the 3 Generators revealed by Deja Vu will be blocked for 30 seconds. If you are holding a Map, Generators revealed by Deja Vu are automatically added to it, and can be seen by all Survivors when using the Map. 


Detective’s Hunch - 

Each time a Generator is completed, the Auras of any Generators, Chests, and Totems within 64 metres are revealed to you for 10 seconds. Additionally the Auras of all Survivors are revealed to you for 5 seconds. If another Survivor completes a Generator while you are currently Repairing a Generator, gain a 10% Repair Speed bonus for 5 seconds. 


Distortion - 

You start the Trial with 3 Tokens. Whenever the Killer attempts to read your Aura, Distortion activates and a Token is consumed: Your Aura will not be shown to the killer and you will not leave any Scratch Marks for the next 10 seconds. Every 20 seconds you are standing within the Killer’s Terror Radius without being chased, Distortion renews 1 Token, up to a maximum of 3 Tokens. 


Diversion - 

Activate-able Perk. Standing within the Killer’s Terror Radius while not in a Chase for 30 seconds grants 1 Token of Diversion, up to a maximum of 3 Tokens. Consume 1 Token of Diversion by pressing the Active Ability button while crouched and motionless to throw a pebble, creating a distraction for the Killer at a distance of 20 meters. The distraction consists of the following: A Loud Noise notification, and Scratch Marks. If the pebble lands near a Window, Pallet, Generator, or Locker, the notification will happen directly on one of these Features. 


Empathy - 

The Auras of dying or injured Survivors are revealed to you with a range of 128 metres. If the Killer Injures a Survivor within 64 metres, you see the Killers Aura for 4 seconds. 


Fixated - 

You walk 20% faster and can see your own Scratch Marks. If the Killer sees your Scratch Marks within 4 seconds of leaving them you will get an auditory warning. This effect has a Cool-down of 5 seconds. 


Flip-Flop - 

While in the Dying State, see the Auras of any nearby Hooks within a range of 32 metres. 50% of your Recovery progression is converted into Wiggling progression, up to a maximum of 50% once you are picked up by the Killer. Any Wiggling progression earned from Flip-Flop after being hooked will be converted into additional maximum time spent Dying on a Hook, up to a maximum time of 20 seconds per hook. 

(So if you fully Recover while Slugged with Flip-Flop, and you are unable to Wiggle off from the Killers Grasp, you take 20 seconds longer to reach the next hook stage)


Head On - 

You can get into lockers 20% faster. While standing in a Locker for 3 seconds, Head On activates. When performing a rushed action to leave a Locker, stun the Killer for 3 seconds if they are within range. Head on causes the Exhausted Status Effect for 40 seconds. Head On cannot be used when Exhausted or when you have accrued Stillness Crows. 


Hope - 

Every time a Generator gets completed, you gain a 7% Haste Status Effect for 10 seconds. As soon as the Exit Gates are powered, you gain a 7% Haste Status Effect for 120 seconds. 


Inner Strength - 

You cleanse Totems 10% faster. Each time you cleanse a Totem, Inner Strength gains 1 Token. Consume 1 Token to automatically heal 1 Health State when hiding inside a Locker for 8 seconds while injured or suffering from the Deep Wound Status Effect. 


Leader - 

When other Survivors are within 8 metres of you Leader increases Action speeds for Healing, Sabotaging, Unhooking, Cleansing, Opening, and Unlocking actions by 25% for you and other Survivors. This effect lingers for other Survivors for 15 seconds when leaving Leader’s range. 


Left Behind - 

When you are the last Survivor remaining in the Trial, the Auras of the Hatch and Exit Gates are revealed to you when you are within 64 metres. Removes the Killer’s ability to hear the Hatch. 


Lightweight - 

Your Scratch Marks start to disappear 4 seconds sooner, and spawn moderately further apart. When Injured your Scratch Marks disappear 6 seconds sooner, and Pools of Blood disappear 2 seconds faster.


Lithe - 

You vault 20% faster whenever Lithe is activated. After performing a rushed vault, break into a sprint at 150% of your normal running speed for a maximum of 3 seconds. Lithe causes the Exhausted Status Effect for 40 seconds. Lithe cannot be used when Exhausted. 


No Mither - 

You start the Trial with the Exposed Status Effect. Once you are put into the Dying State you will suffer from the Broken Status Effect and No Mither activates for the remainder of the Trial. 

  • You do not leave any Pools of Blood.
  • Grunts of Pain caused by Injuries are reduced by 100%. 
  • You leave no Scratch Marks. 
  • Grunts of Pain made while in the Dying State are reduced by 50%. 
  • Grants the ability to fully recover from the Dying State. 


No One Left Behind - 

Once all Generators have been completed, No One Left Behind activates: Gain a 50% Action Speed bonus to Unhooking and Healing other Survivors. The Auras of all other Survivors are revealed to you. Gain a 7% Haste Status Effect while running towards Injured or Hooked Survivors. 


Off the Record - 

After being unhooked or unhooking yourself, Off the Record activates for the next 80 seconds. Your Aura will not be shown to the Killer if they attempt to read it. You do not leave Pools of Blood for the next 20 seconds. When injured, Grunts of Pain are reduced by 100%. This effect can be applied to any Survivor you rescue from a Hook but will go on Cool-down for 80 seconds. 


Pharmacy - 

You unlock Chests 80% faster. Unlocking your first Chest guarantees an Emergency Med-Kit. You gain a 20% Action Speed bonus when Healing yourself or other Survivors with Med-Kits. Reduces the audible range of your Chest-unlocking noises by 8 metres. 


Plunderer’s Instinct - 

The Auras of closed Chests and dropped Items throughout the Trial Grounds are revealed to you within 32 metres. Grants a considerably better chance at finding an Item of a higher Rarity from Chests. If all Chests are unlocked, you keep any Item you are currently holding on Death. 


Poised - 

After a Generator is completed, you will not leave any Scratch Marks or Pools of Blood for the next 15 seconds. If you complete a Generator you gain this effect for an additional 5 seconds. You can no longer be Grabbed by the Killer from Generators. 


Power Struggle - 

While in the Dying State or being carried by the Killer, you see the Auras of nearby Pallets within a range of 32 metres. You crawl towards Pallets 20% faster. While being carried by the Killer, reaching 25% Wiggling progression allows you to drop a standing Pallet to stun the Killer and escape their grasp if they are within range. 


Premonition - 

Get an auditory warning when looking in the Killer’s direction within a 45 degree cone within 36 metres. You see the Aura of the Killer for 1.5 seconds if Premonition activates within 18 metres of the Killer. Premonition has a cool-down of 20 seconds each time it is activated. 


Red Herring - 

After repairing a Generator for at least 3 seconds, its Aura is highlighted to you in yellow. The Generator stays highlighted until it is either fully repaired, you start repairing another Generator, or enter a Locker. Entering a Locker will trigger a Loud Noise notification for the Killer at the highlighted Generator’s location. If the killer is within 8 metres of the Highlighted Generator when Red Herring is activated, the sound of Repairs can be heard for 3 seconds after the Loud Noise notification, and Scratch Marks will be created near the Generator. 


Repressed Alliance - 

After repairing Generators for a total of 60 seconds, Repressed Alliance activates: Press the Active Ability button to block the Killer from being able to Regress the Generator by any means and for you to Repair that Generator for 30 seconds, after which Repressed Alliance deactivates. The Aura of the blocked Generator is revealed to all Survivors in white. During this time any other Survivor may continue repairing that Generator. 


Resilience - 

You are 5% more resilient towards the Hindered Status Effect. When injured, your Action speeds in Repairing, Healing, Sabotaging, Unhooking, Vaulting, Cleansing, Opening, and Unlocking are increased by 10%. 


Resurgence - 

After being unhooked or unhooking yourself, instantly gain 50% to your Healing progress. Additionally your Altruistic Healing speed is increased by 50% for the next 60 seconds. 


Rookie Spirit - 

While repairing Generators, complete 3 Skill Checks to activate Rookie Spirit for the remainder of the Trial. Once active, the Auras of any regressing Generators are revealed to you. Reveals the Aura of another Survivor for 5 seconds anytime they halt the Regression of a Generator. Every 2 consecutive Great Skill Checks you hit on a Generator will reveal the Aura of the Killer for 5 seconds. 


Saboteur - 

While a Survivor is being carried, the Auras of all Hooks within 56 metres of the location they were picked up at are revealed to you. If the carried Survivor is within 16 metres of a Hook, and you are within 16 metres of the Killer, you will gain the Haste Status Effect moving at an increased speed of 7%. Unlocks the ability to sabotage Hooks without needing a Toolbox. Sabotaging a Hook without a Toolbox takes 3 seconds. Slightly increases Sabotaging Action speed when using a Toolbox to Sabotage a Hook. The Sabotage action has a cool-down of 60 seconds. 


Second Wind - 

When you heal another Survivor for the equivalent of 1 Health State, Second Wind activates. The next time you are unhooked or unhook yourself, you suffer from the Broken Status Effect. After 20 seconds you are automatically healed 1 Health State. If you are unhooked within the Terror Radius of the Killer, gain the Endurance Status Effect for 4 seconds. Second Wind does not deactivate until Sacrificed or Killed. Second Wind does not activate if you already suffer from the Broken Status Effect.

(So you can use Second Wind if the original criteria is met a total of 2 times per match. You only need to heal 1 Survivor for full use of Second Wind)


Self-Care - 

Unlocks the ability to heal yourself without needing a Med-Kit at 60% of the normal Healing speed. When using a Med-Kit, its Depletion rate is decreased by 20%.


Self Preservation - 

Whenever another Survivor is damaged by any means within 24 metres of you, Self-Preservation activates. Your Scratch Marks, Grunts of Pain, and Bleeding are suppressed for the next 10 seconds. If you are unhooked, or unhook yourself, you gain this effect for the next 20 seconds. 


Slippery Meat - 

Grants 3 additional Self-Unhook attempts. Your Self-Unhook chance is increased by 4% for every attempt you make for a maximum of 24%. Gain an additional 20 seconds to your timer during the Struggle Phase. 


Small Game - 

At the start of the Trial the Auras of all Totems are revealed to you for 5 seconds. You can no longer be Grabbed by the Killer when cleansing Totems. Get an auditory warning when looking in the direction of Totems in a 45 degree cone within 12 metres. Small Game has a cool-down of 10 seconds each time it activates. For each Dull or Hex Totem cleansed by any Player, Small Game gains 1 Token. Each Token decreases the Detection cone’s angle by 5 degrees, down to a minimum of 20 degrees. 


Sole Survivor - 

Each time a Survivor other than yourself is Hooked, Sole Survivor gains 1 Token, up to a maximum of 5 Tokens. Each Token grants a stack-able radius of 24 metres within which the Killer is unable to read your Aura. At 5 Tokens your Aura can no longer be read by the Killer by any means. 


Solidarity - 

When injured, healing another Survivor without using a Med-Kit also heals you with a Conversion rate of 50%. Healing the equivalent of 3 Health States of other Survivors increases this Conversion rate to 100%. 


Soul Guard - 

After being healed from or having recovered from the Dying State, Soul Guard grants you the Endurance Status Effect for the next 8 seconds. This effect can also be applied to any Survivor you recover from the Dying State, at the cost of deactivating it from being used by yourself the next time you are in the Dying State. Any damage taken that would put you into the Dying State will instead trigger the Deep Wound Status Effect, after which you have 20 seconds to Mend yourself. Taking any damage while under the effect of Deep Wound or if its timer runs out will put you into the Dying State. Soul Guard allows you to completely recover from the Dying State when you are affected by the Cursed Status Effect so long as Soul Guard is active. Soul Guard has a cool-down of 30 seconds. 


Stake Out - 

Every 15 seconds you are standing within the Killer’s Terror Radius without being chased, Stake Out gains 1 Token, up to a maximum of 4 Tokens. Stake Out gains Tokens faster the closer you are to the Killer. 

  • Within 32 metres, gain Tokens every 15 seconds.
  • Within 24 metres, gain Tokens every 10 seconds.
  • Within 8 metres, gain Tokens every 5 seconds. 

When Stake Out has at least 1 Token, Good Skill Checks consume 1 Token and are considered Great Skill Checks, granting an additional Progression bonus of 1%. Great Skill Checks do not consume any Tokens. 


Streetwise - 

The Depletion rate of your Items is reduced by 25%. This effect also applies to all other Survivors within 8 metres of you and lingers for 15 seconds. Every 5 seconds spent within 4 metres of another Survivor, refill 1 Charge back to your carried Item. 


Technician - 

Failing a Skill Check while repairing prevents a Loud Noise notification, and only applies a regression penalty of 3% Technician reduces the audible range of your Generator-repairing noises by 8 metres. Increases the chance of Skill Check Trigger odds by 10% while Repairing. 


Tenacity - 

Your ferocious tenacity in dire situations allows you to crawl 50% faster and also recover at the same time. Being picked up within 3 seconds of being put into the Dying State grants an automatic 10% Wiggle Progression. 


This is Not Happening - 

The Success zone of Great Skill Checks while Repairing or Healing is increased by 33% Grants a 0.5% additional Progression bonus to Great Skill Checks while Injured. 


Up the Ante - 

Grant the Ability for all Survivors to Attempt to Escape with a 50% bonus to Luck. When you are Hooked in the Summoning Stage, press the Active Ability button while Attempting to Escape to consume all Escape chances and increase your Luck by 50%. 


Urban Evasion - 

When crouching, your Movement speed is increased by 100%. Breathing and Footsteps sounds are suppressed when crouching. 


Vigil - (Warning: Very bad)

You recover from the Exhaustion Status Effect while running. You recover from the Exhaustion Status Effect 50% slower.


Visionary - 

The Auras of Generators are revealed to you within 32 metres. Each time a Generator is completed Visionary reveals all Generators within 32 metres for all other Survivors for 5 seconds, but disables your ability to use Visionary for 16 seconds. 


Wake Up! - (This is hard to explain by making it look official so I will state what Wake Up! does then state the addition)

Once all Generators are completed, the Auras of the Exit Gate Switches are revealed to you within 128 metres. When opening an Exit Gate, your Aura is revealed to all other Survivors within 128 metres. You open Exit Gates 15% faster. 

Addition: You deal with Killer Powers more effectively. 

  • Trapper: Disable Traps 10% faster.
  • Wraith: Lightburn 10% faster.
  • Hag: Destroy Traps with Flashlights 10% faster.
  • Nightmare: Wake up from Alarm Clocks 10% faster, wake up other Survivors 10% faster.
  • Pig: Search Jigsaw Boxes 10% faster. 
  • Plague: Cleanse 10% faster. 
  • Demogorgon: Seal Portals 10% faster.
  • Deathslinger: Struggle out of The Redeemer 10% faster.
  • Twins: Kick Victor 10% faster.
  • Nemesis: Open Supply Cases 10% faster.


Windows of Opportunity - 

The Auras of Pallets, and Windows are revealed to you within 24 metres. You vault Windows 6% faster.

Post edited by Lmac99 on

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